Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil says, "I'm too weak to handle direct combat thanks to the earlier venom... but at the same time, unless we can seal this to prevent something nasty from popping out, I don't think we have a choice."

He chuckles and asks, "Anyone have any mortar?"


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

"No mortar. I don't think we should go in there unless we don't find another way to get to this goblin. Let's try another direction."


Unnamed

so which other path do you want to take?


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Glancing between the others, "Unalaq, Tarin...I will follow your leads on this matter."


Unnamed

just let me know which nber path you want to take


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Is there an opening straight south of us?


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Bears seconds the notion of NOT going into the crack.


Unnamed

The path to the south takes you back to the room where you fought the big group. Then there was a different path out of there.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil says, "Let's go back and see where that leads first. The crack will still be here later.... Though it's too bad we can't close it with magic, even temporarily. Or trap it."


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

"Perhaps before we go too much further, we should try to find a safe place to hole up overnight."


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil says, "I'm not sure any of this place could be called safe, but I do think there's merit to trying to rest."


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Is there a room we can hide in? What about the room with the door, maybe we can hide behind that and jam it shut.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

"As good a thought as any Bear. Let's go there."


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

I look around to everyone and nod, "Maybe resting'll make me feel better?"


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Fernus follows the others quietly and pipes up as Aéron and Bear talk about sleeping.

"Yeah this mere hole in the ground, seems to go on forever. A little rest would do as a great benefit."


Unnamed

Everyone is able to barricade themselves in the room and stuff their ears. Make me a dc 10 will save to ignore the noise and get some sleep as drums echo put of the funnels all night lobg


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

After the clamor the first time everyone tries to sleep, Unalaq helps plan a watch plan and then follows the suggestion to plug his ears to stave off the sound.
Will save 1d20 + 7 ⇒ (16) + 7 = 23


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Willpower Save 1d20 + 8 ⇒ (8) + 8 = 16

Bears snoring is enough to drown out the sound of the drums.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Oh the noise: 1d20 + 3 ⇒ (5) + 3 = 8

Fernus wakes up the next morning, actually he didn't sleep at all. There are large spots under his eyes and he looks like he just wants to fall asleep right then and there now the drums have stopped.

"uhhhh.....Those drums....."


Unnamed

Fernus you do not recover spells and are fatigued


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

I had thought that might have happened, I'll get an inventory about what spells I still have left tomorrow.


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Will: 1d20 + 3 ⇒ (7) + 3 = 10


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Will Save : 1d20 + 5 ⇒ (1) + 5 = 6

I lay down and sleep near Fernus ... or try to at least, the drums keep me awake and when everyone rises in the morning I struggle to my feet and yawn, "It's morning already?! I didn't get any sleep, damned drums!"

I expected that ... how long are we fatigued for?


Unnamed

Until you sleep


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Will: 1d20 + 1 ⇒ (5) + 1 = 6

Wow. So, no new spells for Fernus, no new extracts for Tarinhil and a fatigued barbarian (who can't enter the rage...) Yeah, that worked.


Unnamed

wow, that was not supposed to be hard...

The path down to the the next level is a dark hole, with roots serving as the "ladder" down, it is actually quite sturdy, and can easily be descended without any trouble.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Got 3 lvl 1 spells left, 5 Tremors and 13 bolts.

Fernus quietly eats some hard tack and some dried fruits, then he looks up at the tired Aéron and Tarin having the same problems as he has.

"I don't know what this Bref looks like. Evil genius knows how to keep us on our toes." Fernus grumbles as he eats lazily.

He even lets his journal lying in his backpack for this morning, usually he pens down stuff he has witnessed the day before or had dreamed of that night, but even now he looks to tired to care.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil curses the drums as he mixes a new mutagen.

He then snarls, "Do we go on, or step back? I can't see how we're in better shape."


Unnamed

You see two paths before you, the one to the south has a sign that shows goblins having fun, the other shows goblins at worship...if you can call it that.


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Why is there no sign of a large bed with feather pillows and a thick duvet?!

I join Fernus in eating with slow bites and with yawns between most mouthfuls. Once I have finished I look to everyone, "I wanna go on, Shalelu might be in trouble 'n' I have ta make sure she's okay before I can rest peacefully."


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

"I am willing to push on, but we need to be rational. If the three of you can't get your rest, then it's likely you will not be much good to us for long in here. Just be aware that we may soon have to stop again..." Our local paladin doesn't have a mercy to remove fatigue does he? My Paladin/Bloodrager milks that


Unnamed

Hello?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil says, "I have no new magic and one bomb. While Bear regained spells, Aéron is too fatigued to enter the rage. I'm not thinking we're in better shape than we were before the rest. Unless someone has some magic that can fix that, pressing forward now is as dangerous as it would have been last night."

Anyone got 2 hours and a scroll of nap stack?


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

We may not have a choice...if we stay another night you may not be able to sleep again.

Unalaq's Mercy is remove fatigue...but that doesn't help you get an spells back.


Unnamed

Unalaq touches the fatigued and removes the condition.

So which direction?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil says, "Let's tear out their place of worship. It's likely the harder fight, but better to face that while we're the most able... and who knows, maybe they'll have something to help the rest of us be more productive."


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Sounds good to me, I can lead the way.

Bear casts Barksin on himself, then Barksin on scrolls on Aeron, Valeria, Unlaq, and then Shillileigh on his club and Guidance on himself as they head in that direction.

Lets make them pay.

Don't forget to add the 2 to your natural armor. Scrolls last 30 minutes.


Unnamed

about 15 feet down the path it narrows and those that are not small realize that they will have to squeeze to continue. I assume that is not a problem?


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Fernus trudges along behind the others still a bit sleepy, though Unalaq's touch seemed to make him able to concentrate better.

"Making them pay sounds good Bear, but they also have prisoners we want freed. I'd think we'd want to free Shalelu and that other prisoner as fast as we can as well."

Fernus makes sure he has a bolt loaded onto his crossbow before they leave and focuses himself to collect his thoughts.
I still feel weakened, I wonder how much I've got left? I feel a little drained but I should still be able to contribute.


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Bear eliminates a cure spell to summon a dog and sends it down the corridor ahead of them, to set off any traps that might be waiting for them as well as anyone waiting with arrows.

He moves quickly behind the dog as it moves forward.

We follow 25' behind the dog with Bear in the lead of the group for the moment.

Let the dog absorb anything waiting for us.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil drinks his new mutagen, allowing his legs to stretch and his sinews to grow more bendy, then follows.


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Watching cautiously for the dog to take the heat, she pays close attention and preps to dash.


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

Draken catching up... Will Save: 1d20 + 10 ⇒ (15) + 10 = 25 Almost can't fail! Though what time is it? I would know for I prepare my spells in the morning.

Draken slept in his pocket of Aeron's backpack much better than most.

Adept Spells/resources:

Assuming new day.
Spells: Orison: Detect Magic!!!, read magic, stabilize
Spell: 1st: (2) cure light wounds 1d8+3, Ha! I now have two healing spells! ( _ _ )

Ring: 2d8+5, Used: No

Wand of cure light...73/100 used... almost out? -2-3. Draken's wand has 22 charges left, dear goodness we need to bring four of these wands next time!

New Loot:

Spellcraft Club +2: 1d20 + 11 ⇒ (6) + 11 = 17 my spellcraft to identify it...: 1d20 + 7 ⇒ (6) + 7 = 13
the club has inlaid symbols on it... what symbols?
K Arcane...: 1d20 + 7 ⇒ (17) + 7 = 24
Linguistics: 1d20 + 15 ⇒ (14) + 15 = 29

Spellcraft cursed Belt of Con: 1d20 + 11 ⇒ (12) + 11 = 23 my spellcraft to identify it...: 1d20 + 7 ⇒ (8) + 7 = 15
Spellcraft flame rod?: 1d20 + 11 ⇒ (15) + 11 = 26 my spellcraft to identify it...: 1d20 + 7 ⇒ (18) + 7 = 25

The torch is an interesting item. The wielder can command it to flame up or off and it will burn underwater and never burn the wielder. Also it acts as a staff with 1 charge. It can cast fireball or scorching ray or burning hands at cl 5. But once you use one you have to spend that level spl to recharge it.

Tarin is positive the healing potions are in fact good

The potions of cats grace will in fact do the opposite. Also need a roll on the healing potions

Inside is a large room that is fairly empty but there is a large chest

inside

Potions of Cure moderate wounds Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14 How many?
Potion of Protection from arrows 1d20 + 7 ⇒ (13) + 7 = 20
Potion of Hide from undead 1d20 + 7 ⇒ (9) + 7 = 16
Arcane Scroll, Magic weapon, greater 1d20 + 7 ⇒ (10) + 7 = 17
Masterwork Greatclub : appraise: 1d20 + 8 ⇒ (9) + 8 = 17
Magic Pipes need spell craft for this one (spellcheck is below)

+ Gems & Jewels worth 964gp
+ 356 gold

Whomever may find this know that you have entered hell itself. This demon Bref is a cruel mastermind, but with a twisted sense of humor. He has placed signs all over the cave system showing exactly what you can expect. It is as if he wants you to choose your own death. My companions and I ignored the signs to our own peril two of us were lost immediately to an acid trap, one setting it off and his lover trying to save him. I am the only one left, I was taken captive and have been forced to create magical items and potions and wands, and even cursed items. It seems that we are expecting more adventurers and I am being moved back to the lower level. Please save me and I will be in your debt, everything left in this room is sea to use, and if you move the chest I have left another item in a secret panel below. If this letter is not found I will be able to be found below. Please.

Did we grab the chest? What was the dimensions of the chest and what was is made of?

pair of boots, a scroll case, a ring, a headband and a tiny Griffon statue, the tiny Griffon statue has in its claw another small piece of paper.

All magical

the scroll when unrolled reads

This is Devar, my familiar. He is a magical statue that turns into a great Griffon when commanded. Everything else is my adventuring gear and I give to you. Please return Devar to me...I know it seems just a tool, but he is my friend. He knows that anyone that opens this panel does so with my permission and he will fight with you if needed, though his usefulness in these tunnels seems limited.

scroll case and a scroll, the scroll read the above.

Pipes DC 17: 1d20 + 7 ⇒ (11) + 7 = 18 Pipes of the sewers
Boots DC 19: 1d20 + 7 ⇒ (5) + 7 = 12 Boots/sandles of Quick reaction (ID)
Ring DC 23: 1d20 + 7 ⇒ (4) + 7 = 11 Ring of the Ram 27 charges
Headband DC 23 : 1d20 + 7 ⇒ (12) + 7 = 19 Headband of Vast Intellect +4 Keyed to contain Arcana/History and Gnomish and Celestial (ID)
+10 to DC to determine if it is cursed.

All scrolls CL 10

Acid Arrow
Keep Watch
Remove Curse (used) (I don't understand how we used it though, we never rolled a '1', I can go into it if you want.)
Secure Shelter

"Did anyone take anything off the table that was with the cursed belt, it is likely cursed as well, wasn't the club there?" Draken asks.

"Shouldn't we take our time instead of rushing an ally ahead, summoned dog a smart choice!" Draken congratulates Aeron.

"I have an idea for the next room, this tiny dragon becomes diminutive in ferret form and sneaks in so we know what to face next! Who has that reduce person spell?" Draken thinks out loud sneakily and asks for the spell from the group.

Draken's standard actions:

1. Cast Stabalize
2. Use wand on ally in combat, cure light!
3. If hurt, use ring on ally to heal both of us.
4. Use Ring on Aeron if he is really hurt.
5. Sting something if group looks like they need help.
6. Fly away!


Unnamed

Yes new day drake


Unnamed

The dog barks and heads down the corridor and after a moment there is some snarling and a yelp then quiet


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2
MiniGM wrote:
The dog barks and heads down the corridor and after a moment there is some snarling and a yelp then quiet

Per my previous post we were following it 25' behind so we should see what happened to it so we can react.


Unnamed

You can't you have to squeeze it easily out paces you, now if fernus and tarin want to try to keep up...unless summon natures ally let's you specifically command the dog to do exactly what you want


Unnamed

You can retcon if you like


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

Draken flies above Aeron's head, hovering and hoping the traps will be more mechanical in the future.
Perhaps if someone tried to persuade him to scout ahead he might, though it could be to little effect. Then again he wants all the goblins dead so that they can get out of here.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Unalaq trails behind, having difficulty squeezing through the narrow area with his large frame and armor. He pats the club at his side, "I think it was just the belt Draken. This club seems like a great weapon, even better than my sword. What happened to that poor dog?"

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